No, It Isn't Done Yet.
Stop Asking for a Link. There is None.
Do not post asking when it will be out.
You will be 'D if you do so.
.:Bench: [-'-] COLONY MODE [-'-]
.:Notch: WHAT is it?
.:Notch: Unison!
Unite the people! Rally and answer the calls! Join forces with NPC colonists and construct the mightiest village ever known.
.:GoldBar: Trade
Perhaps you decide to pursue the trail of wealth! Fortunes of gold and glory await your future. Task your fellow colonists and reset the agenda! Focus production! Mass mint of coins and buy all the rare products you can! Devise the best trade routes and make friendly communications with all the colonies that dwell beside you!
.:DORE: Mining
Or maybe you decide that the time has come to show the world what your workforce is capable of! Equip all your citizens with picks and order the dismantling of every last mountain and shaft ever seen. Stack groups and groups of iron, coal, and redstone. Make the most glorious Diamond-Plated Wall ever seen, and stun and amaze all those who shall ever pass by your colony.
.:SSSS: Hostile Mobs
Revenge has come! Rally the citizens, from blacksmiths to monks! Prepare yourself, creepers! Sneak through the night and set the mode to hard! Slaughter every beast you see and return to the town with numbers of sulfur and string unheard of to the typical player. Return with hundreds and feathers and craft enough arrows and dynamite to shower another colony with an arrowstorm and tremendous amounts of TNT thunder!
.:VV: Destruction
The time has come to war! Arm every man! Equip every villager! Hire every mercenary, and overrun every bandit camp! Set fire to the farmlands, trap in the miners, slaughter the livestock and prepare for the final assault! Line the archers and order the command for a sheet of flaming arrows! Surround the perimeter and bust through all gates! Lay waste to all that oppose you and maintain order throughout the world!
.:bookshelf: Culture
Bring honor to your village and let its name be known throughout the extensive world of Minecraft! Write poetry unheard of, decorate the village with wool of all sorts. Collect all the dyes and built monasteries taller than the mountains! Open the gates and build taverns for all newcomers, praise the monks and the novelty crafters and gift all your citizens with trinkets of gold and purple.
_________________________
Go On...
How do I get a Colony of my own?
First, you have to settle somewhere and build your own house. Rarely, an NPC will pass by your settlement. If they see some leveled, ideal land near you, they may settle there and become a part of your colony. Over time, your colony can grow to be 100 blocks in each direction!
NPCs that wander around are the Villager NPCs:
.:Notch: Villager
Description : Those rare little people you see as you walk in the forest, the ones with no official place to call home, they may be recruited by the bandit camps, other villages or your own.
They are the initial colonists with no real profession, a hole ready to be filled in with whatever you desire.
Expected Functions :
-Needs to know how to move in all directions
-Needs to know how to jump on/over or around obstacles
-Needs to know how to detect a White Surveyor Flag --- []
-Needs to know how to Build Pre-designed Home
-Might need to know how to equip Wooden Sword
-Might need to know how to use Wooden Sword
-Might need to know how to Dig dirt
-Might need to know how to Place dirt in preset design
-Should stop action when player right-clicks NPC so that he can receive whatever he is being given
-Should be available to assign a Job from a list when right-clicked
The Villager starts the game with 2 Wooden Swords, solely to defend himself at nightfall.
What can I do with my fellow colonists?
Anything! The possibilities vary from a Blacksmith to a Monk to an Archer! When you right-click them, a list will appear with these jobs:
Blacksmith: Crafts Armor, Plates, and some Mining supplies. Can be given ingots and ordered to specifically craft something. All items crafted by a Blacksmith receive 15% bonus effectiveness.
Hunter: Collects Mob drops like Wool, Leather, Eggs, and even Sulfur and String. Can fish and scout as well, but do not hunt in large groups and ineffective as soldiers.
Footman: Fights Hostile Mobs more often than Hunters, does not engage passive mobs. The basic unit to attack other colonies with, does not use bows, and deals 25% more damage with swords than Hunters.
[>>-i>] Archer: Best as a defensive unit. Does not confront Hostile mobs but will defend itself. Ideal to snipe enemy planted archers but is weak in close-range. Cannot equip a sword.
Lumberjack: Your typical woodsman, will spend his days deforesting and replanting nature. Supplies the colony with wood for construction, walls, tools, transportation, etc.
Miner: Probably holding the most important job, the Miner will ready his helmet and swing his pick over his shoulders to level any mountain. Supplies the town with all the ores and stone it may desire.
Chef: Voila! The chef specializes in making food for the town! From bread to cake to porkchops and fish, all of his foods grant bonus healing!
Pub Owner: No point of making the food without someone to sell it! The Pub Owners depend on cookers to make their products, then rake in the bank and provide a tavern to welcome newcomers!
Monk: Culture is of essence! These dedicated fellows will see to it that all happenings in the town are recorded and to be told to the player. They craft many books and dwell peacefully in their monastery.
Builder: Work complete! These builders can build anything the player can imagine! Whether it be by preset design, or customized line-by-line construction, these builders are all about the perfect structuring!
Farmer: These careful peasants see to it that all the livestock are well fed, all the wheat is growing splendidly, and that everyone in the colony has enough food. Can't live without one!
Novelty Crafter: Got a few spare colonists? Specialize them to craft you beautiful and aesthetic items to bring culture and value to your colony! Or sell them to gain loads of profit!
How do I interact with my colonists?
Right-click them!
If they are villagers, you can change their jobs. You can also ask them questions and give them commands based on what job they are. For example
You could ask a lumberjack: "How much wood have you chopped so far?"
Or command an archer: "Patrol between [click a block] and [click 2nd block]"
Those are just a few! General commands like "I need you to turn in all your collected resources now" can also be very useful to quickly build a wall or structure.
What kinds of Structures?
We currently haven't got any plans in mind, or how exactly a structure would work.
All we know is that you can Assign a builder to build straight lines of blocks 2 blocks high from any 2 points and use this to pretty much build anything: from walls to houses to castles.
Whatever you can imagine! Some useful buildings like the Barracks would provide for 5 Soldiers for free-not costing any population points. Excess soldiers would cost population points.
Population Points?
Maximum number of Colonists you can have.
20 is the very most of any colonist you can have. The only exception would that you can get 5 population-free Soldiers with a Barracks.
The reason for this is the need for a standing army. However, NPCs are rare, and the need for resource-collecting NPCs may override the army.
So What can I do to quickly get an army?
Hire Mercenaries. They are no different from a soldier, except that they are always available to quickly recruit an army in case you lack NPCs to convert to soldiers.
However, they only show up at taverns, so you'll need a colonist to become a Pub Owner and host one. The only other drawback of this handy mercenary is that they cost 250 coins to hire, and 50 coins every Minecraft day.
So Whats new in Colony Mode?
Just a few Awesome items like...
Wagons, Road, Coins, Platings, Surveyor Flags, and Gates.
Okay, so what's a wagon?
Here's the crafting Recipe:
[]
This would get you One Wagon. A Wagon is like a mobile chest, pushing it slows you down 50% speed, but has the carrying cargo of a chest allowing you to carry more items. It's useful for miners and some adventurers, but mostly for Traders when combined with the saddle.
Wait, it's so slow? Can't it go any faster?
That's where Roads come in! The smoothness of Roads will neutralize this negative movement allowing the player to move at regular speed with the wagon while on Road blocks, crafted like so:
Puttin' that gravel to the use!
You said something about Saddles?
Yup, you can place a saddle on a pig and ride it, right? Well while riding the pig, Right-click the placed wagon! You now can move by riding the pig that hauls the cargo and you. One pig=One Wagon! You'll need a caravan to haul huge loads!
What's the point, you say? Now instead of getting slowed down to 50%, you only get slowed down to 75%! Worthless, huh? Well, while on road, you now move 125% speed! That's faster than you walk, AND you are carrying more, AND you get to ride pigs at the same time!
Okay, Trade. But Coins? Seriously?
Seriously. BUT don't worry! We aren't going to make them out of Gold or any of that non-sense for two reasons:
1.It'd take too long to obtain just to get started trading.
2. Gold is worthless, and so would be the Coins if made out of Gold, what can you REALLY do with 500 coins? NOTHING.
INSTEAD, coins are made out of IRON. Why Iron?? Because IRON is a heavily used item in the game and fairly moderate in difficulty to obtain. Here are a few reasons why we chose Iron as our coins:
1. It's easier to obtain, and makes it more available for anyone to start trading if they wanted to
2. It's heavily used, so the game becomes more versatile with more choices, even on just a resource!
3. Iron is USEFUL. You can convert Coins back to Ingots to give them REAL value! This also gives incentive to try and get rich, because you can use the Iron to make lots of tools/minecarts/etc, and PLATES
How do you obtain such coins, you ask? Crafting them like sooo:
[] []
This crafting recipe will rack you a good lump of 32 Silver Coins! Why 32, specifically, you ask? Becaauuse, watch this:
= Silver Coin
= 1 Iron Chunk. 4 Silver Coins=1 Iron Chunk/32 Silver Coins=8 Iron Chunks
= Iron Chunk
=1 Iron INGOT. 4 Iron Chunks=1 Iron Ingot/8 Iron Chunks=2 Iron Ingots!!
Hold on, you said something about plates..?
Yes, I did! But I'm not talking about your ordinary dishes, I'm talking about a block!
What do you mean, a block? Like a stone, wood, wool, dirt kind of block? Yes!
[]
[] []
[]
[] []
[]
[] []
Plates(as in Platings) can be crafted with either Iron, Gold, or Diamond.
The reason we need these is because it would be too easy to sack a colony. Dirt walls? Pft. Wood walls? Ax= Pft. Stone walls? Pickax= pft. Obsidian? Pickax= Aw, I was shot by Guard Archer.
We need an INTERMEDIATE between Stone and Obsidian, and Plates are the answer! Yes, an Iron Plate would take a few seconds to mine rather than the 15 seconds to mine Obsidian and 1 second to mine Stone! Each recipe gives 4 Plates, so crafting tons of plates will get you a good-going wall!
Gold will be stronger than Iron(Not being of logic, but rather because of rarity), and Diamond will be strongest of all, just under Obsidian.
But wait! We have clay as intermediate, bricks! Yes, but clay is rather hard to find and it can't be farmed. Since it is rare, it will have to be stronger than Iron and Gold Plates, but because Diamond is, well, Diamond, it will be weaker than Diamond Plates.
Well Alright, but I mean, how can you really Grow a colony?
Surveyor Flags!
[]
This surveyor flag is a simple object that would be detected by NPCs indicating to them that there is an ideal land in that region. This would alter the priority of the NPC, causing it to perhaps settle there. NPCs will already appear rarely, and having Surveyor Flags will show them that this is a good spot for any who are welcome.
The Above recipe crafts you a White Surveyor Flag, a simple recipe. The reason it has 3 sticks and 1 wool is so that it would require a Workbench. Land must be level in 3 blocks each direction(left and right, not underground) of the flag, and once an NPC decides to settle where the flag indicates, they will take down the flag as part of their pre-set house building design.
Different colored flags can indicate different things to NPCs. For example, a Red Surveyor Flag Placed on a Hill would tell NPCs to clear all blocks in each 3 directions(up, left, right, underground). This is like telling them to clear this hill. Of course, this only sets their priorities!
A miner may actually level the hill, but a farmer wouldn't bother because he's not interested in hills. A builder might do it, if he is Idle and not building something like the town walls.
Well, there's wall n' all, but A Mighty Wall and then a little Door is pathetic, dontya think?
I agree. That's why there's gates!
[]
These are like Giant Doors, made of either Wood or Iron, and are 4 Blocks tall and 2 Blocks Wide(twice the size of a regular door).
Now your colony is complete!
_________________________________
Come one, come all and hear of our plan grand.
Shun none, brace all and near here comes shared thoughts
Not those, to which you will deny a hand.
Instead, one which it truly is one Sought.
Time has come for unison of our Mind.
From red, to blue, to every hue, tis now.
No more different Shades just for one design
Don't try questions, for I will tell you how.
A Pot is stirred with plans a time of day
Should fumes begin dismay, stir day and night
Should taste provoke disgust, add in new says
When Pot is done dig in and feel the fright
For fright has come to those who had not joined
For plans were formed, their plan had not been coined
_________________
READ BEFORE POSTING IDEAS, SUGGESTIONS, OR CONFLICTS
WE HAVE HEARD OF MINECOLONY.
WE ARE NOT MAKING COINS FROM GOLD.
WE ARE NOT GOING TO RELEASE THE FULLBLOWN VERSION TOMORROW. THIS TOPIC JUST BLEW UP FAST, THIS ALL IS STILL RECENT AND BARELY UNDERGOING DEVELOPMENT: BASIC DEVELOPMENT. WE WILL ANNOUNCE A RELEASE DATE SOON, BUT IT WILL BE BASIC DON'T GET YOUR HOPES TOO HIGH. JUST STOP ASKING.
Trashed ideas:
Non-human NPCs(like Angels or Demons)
Any form of a Hierarchy or King system:the player, by default, would be the only exception
Management NPCs-No NPCs that handle your colony for you
Upgraded Boats- Too much conflict and misinterpreting took place
Gold for Coins- Sorry but this was explained above. Tough.
Planned Ideas:
Children- only replaces killed parent, does not become functional til then. Only purpose is to keep the population stable.
Several NPC preset designs for 1 structure-For variety
Female NPCs- For children and variety
Potential Ideas:
Siege Weapons- Well working cannon exists, but on other hand it is extremely TNT consuming to fire even a handful of shot
FAQ:
1. LAG much?!?
This has been brought up MANY times. The answer is simple: A global timer and freezing/regenerating other colonies instead of keeping them active. When another colony comes in range of the player, it becomes generated depending on how much time has passed(for example, if its only been 1 MC day, the colony will be small, but is a couple MC weeks had passed, it'd be fairly large). Once out of range, the colony freezes up inactive to take it easy on the CPU. Then once it is in range again, it is regenerated according to the global timer.
2. This is like one of those RTS games, not minecraft, isn't it?
No, this isn't. Firstly, the only new screen that would be available is the colonist interaction screen. You can't even conquer millions of colonies because they are too rare and difficult, plus to actually control them all by yourself is crazy talk. No, were not adding Noble NPCs to watch over the colony for you. That would defeat the purpose of the game.
3. Wow so you can just wake up on the beach and NPCs are making you breakfast?
HAHAHA. Oh of course not. They do NOT work for free, they initially will NOT listen you, because, let's face it. Why would they listen to You? Why wouldnt they listen to that guy instead, or this guy? Better yet, they listen to nobody. YOU gotta stand out, make your own rep, take some leadership. And they still don't work for free. You still also have to see to it that the balance between supply and demand is stable, that your colony is safe, and that everyone is happy. Oh, wait, doesn't that sound like governments today? Yes, except you'll actually DO these things(jk, not trying to bring politics or world affairs into this)
4. Ever heard of MINECOLONY?
Seriously? You think we've gone all this way and never heard of it? No one needs to try and barge in to be the wise guy. This is not like minecolony: Our NPCs don't spawn from boxes and randomly work for free and even have delivery men put them in neat stacks for you. We have more lively colonists that don't have to listen to you and never work for free, plus you can interact with them and even other colonies.
______________
Please support Colony Mode by wearing this banner! If you have ideas, "stir them into the pot"! If you know anyone who can help mod or has some brilliant ideas like MineColony(for those of you who have heard of it), or even if you yourself is ready to explode with ideas and assistance, please do not hesitate to ask, or your plan would not be coined!
This was gonna go on Whackjob's thread but this showed up before I finished the post.
I'll say again that I'd rather that your village starts growing inward at some point. Not needing to wait for a npc to spawn off in goodness knows where. But waiting for your wominz to spawn some kid, I'm so for actual genders in MC. I do see now that my 10 MC days for npc's to stop spawn is absolutely rediculous though. Immigrants will be a constant at anytime, but I'd much rather they slowed after the initial peak of "culture" from monks or whatever else could increase the "culture" of your colony/village/town/city what-have-you.
That last line actually gave me an idea. How about an initial culture bonus per colony size. You start off your village and it has a culture of zero yeah? After about 7 folks join your colony it grows to village size, this gives you an automatic 20 culture. Now I'm about to blow 20 pop cap out of the water, after 16 more folks join your village grows to town size and gets another 40 culture. This totals to 24 people (including you) and 60 culture. And finally, 24 more people and city size, with an extra 60 culture. Meaning a city pop cap of 48 (including you) and 100 culture. This culture boost will compensate for any soldiers or other colonists that die in the wild or during sieges (against you or against someone else).
But mostly I'd like to see women in the colonies. That's my big issue.
Oh, and you kinda put the bit about the coins in the OP twice.
Again, I was just dividing them equally. If this was to happen we might have to rename some jobs. Or maybe it'd be better to have both genders have access to all jobs. Even still, genders would be pretty cool.
But growing your city through reproduction would kind of get rid of that "colonial feeling" and become a "city feeling". We're trying to save as much vanilla as possible here. If it was going to be possible to reproduce more colonists, at least make them take a couple MC days and then they are born.
Then a couple more MC days they become a kid. Then a couple more MC days they become an adult and now they can function.
That would keep reproduction as underpowered as possible. Also, if that was the case, then to keep the realism consistent, we would have to make it so that NPCs can age(10-15 MC days after becoming adult, they become Old, and then cannot function, then a couple more MC days they die?)
Quote from Glyph255 »
That last line actually gave me an idea. How about an initial culture bonus per colony size. You start off your village and it has a culture of zero yeah? After about 7 folks join your colony it grows to village size, this gives you an automatic 20 culture.
Woah, hold on. That doesn't make sense. The more people you have doesn't give you more culture. If ANYTHING, having more people means that is more people to keep Civilized and in check, because having so many people around, it's likely things will go amuck. Also, your formula
yx=z
y Being the factor of how much each colonist will supply to culture, x being the colonists #, and Z being the Culture, is inconsistent.
y(7)=(20)
DIVIDE BY 7
y=20/7
Let's not go into irrational numbers here. There should be a specific amount of Culture each person generates.
Because your next set of numbers, 16 colonists and 40 culture:
y(16)=40
DIVIDE BY 16
y=40/16
SIMPLIFY FRACTION
y=5/2
Hey, hey that's not the same as y=20/7. It has to be consistent, in math this would be a NO SOLUTION system of equations lol(dang I did that stuff a LONG time ago and I still remember)
Quote from Glyph255 »
Now I'm about to blow 20 pop cap out of the water
Sorry, not going to happen. Allow me to demonstrate:
This is Bob the Farmer
Bob just settled in a new flag area, this is his overview layout:
So Bob decides he's going to start small. He makes a simple, irrigated 4x4 field with a 5x5 home to shelter him and his supplies, set with a large chest, workbench, and furnace.
Bob Has Taken up a 6x11 Area. WOW. Now Imagine having 5 Farmers, thats 30x55 Area.
But WAIT, if that was the case, they would all be cluttered next to each other. Add a road inbetween, meaning an extra 1x1 to each house. Each farmer actually takes up 7x12 now. 5 Farmers=35x60.
But WAIT, if that's a small farm, what's a bigger farm?? Each irrigated 4x4 soil is a 6x6 region. If each farmer had two of these, they'd be taking up 13x18 now. 5 Farmers= 65x90.
But WAIT, cities have Walls too! Yes, they do. And typically, they could be 5-6 Blocks long. To just cover these 5 Farmers that take up 65x90 would be 71x96 to cover.
But WAIT, you can't trade if the walls are up against the wall like that. Yup. So add another 2x to give each house 2x away from wall, thats 73x96. Plus give a couple main roads that could add up to 36x. 106x126 Area.
But WAIT, where does the player live? The player might be majestic and take, on average, 25x25-50x50. That's 157x127 Now for your city.
But WAIT, what if people keep stepping the farmer's land? There has to be fences leaving only 1 entrance, that's another 1x1 for each farm, making it 7x7. That means instead of each farmer taking 6x6+5x5+6x6, they take up 7x7+5x5+7x7=19x19. Plus the Roads= 20x20. Plus the natural distance from wall/other structures is 22x22. 5 Farmers= 110x110+ Main roads=160x160+Player=213x213
But WAIT, what about outside sources like forests and mine shafts? Those have to be protected, practically increasing the colony by an average of 125x125 to shield forests that you control/mountains, adding to 338x338.
But WAIT, that's only FIVE PEOPLE! Yup, and it already takes up 338x338. HOWEVER, those are all farmers. Having the rest of the people be something else(around 8x8 space each), that would make the other 13 colonists take up 104x104. That's 442x442. Now also add that 5 Farmers+13 Other Professions+1 Player=19 Colonists. Where's last one? Likely a Monk. The church itself could take up 20x20. The distance of other structures/road=23x23. That's 465x465
But WAIT, the bigger the colony, the bigger the wall? Yup, for each colonist it would take roughly 2-3x more wall from growth. That means 20 colonist+60x= 525x525.
But WAIT, that's including perfectly lined in structures in a box shape! Exactly, unperfect colonies with spread out homes and on-alignment could add another 50x50. That's 565x565. The Very middle of the colony may have a Town Bell and a the Community Chest and lots of Space as it will be the town forum, adding around another 50x50 to the colony. Now the colony is 615x615.
That's 300 blocks in each direction!!
___________
PS fixed the coins
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Again, I was just dividing them equally. If this was to happen we might have to rename some jobs. Or maybe it'd be better to have both genders have access to all jobs. Even still, genders would be pretty cool.
Sexist much, women like men can do all job the opposite sex can do, limiting men to just one type profession is stupid, let the genders do what they want
Quote from Lysho »
But growing your city through reproduction would kind of get rid of that "colonial feeling" and become a "city feeling". We're trying to save as much vanilla as possible here. If it was going to be possible to reproduce more colonists, at least make them take a couple MC days and then they are born.
Then a couple more MC days they become a kid. Then a couple more MC days they become an adult and now they can function.
That would keep reproduction as underpowered as possible. Also, if that was the case, then to keep the realism consistent, we would have to make it so that NPCs can age(10-15 MC days after becoming adult, they become Old, and then cannot function, then a couple more MC days they die?)
Let's keep reproduction out of the system so we don't over complicate things, and personally I think reproduction should stay out for a while, until Ani and Angelo are done the mod
Quote from Lysho »
Math Rant
Nice one so 1 colony of 20 people would be something like 625x625 that's a lot of ground to cover from one side to the other,
P.S. there could be a farm flag wich decides where the farmers will farm, I'm imagining huge fields
P.P.S. Very Nice job on the new thread
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These guys make awesome art for Mods (Items, New Blocks and Mobs)
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
Whoooooosh! Math-man strikes again!! Good Gor that was a lot of numbers. . . 615x615 is all that really stuck. Yeah, that's reaaaaaalllly friggin' big. (I pulled out a calculator so's I didn't have to think: it was 378225 blocks!) But your irriagation is kinda flawed
This would be enough for the fields. No need for it to go all the way around the crops. Remember that water will irrigate up to 4 blocks away. I can't think of a city that places their farms or crops inside their city, or their forests for timbering.
AND:
How about, instead of just one preset house construction, you mod in around three or four? Two at least. And if you want to save on space you could manually construct an inn that would house multiple colonists, or even two or three story houses. Or, larger single story houses. OR, again, you construct the houses for the colonists (being 5x5x3 with a roof at least) however big you want.
From the other thread. And on that preset construction thing, I meant that the npc builds 1 of 2 or more preset houses/workshops randomly.
Nath does seem right about that reproduction thing though, too much too soon. I really want it in though. Seems much more natural.
And as a last note: A city CANNOT be with just 20 people. That's a tiny town at most.
And this idea would essentially lag up the game. If you want this, start a server and get some dedicated REAL members to make this. This is a great idea, and I would like it if it would be simpler and wouldn't lag as much.
You really don't need more than 20. Even one lumberjack could bring in hundreds of wood planks a day. The only need for more and more colonists would be for an army, and you can hire Mercenaries for that+build barracks to freely support 5 soldiers.
Also I don't mean that the farms+forest will be IN in the city. I mean that part of the city is going to be man-touched, either by leveled ground, claimed forests, tilled soil. All of that counts towards the size of the colony.
With 20 colonists, your already looking at more than 300 blocks in each direction. Ridiculous.
@mackjr
Above was just a list of ideas. Feel free to add, but only the most vital things will be implemented first like Villager NPCs and Builders. If things really start to get laggy we'll cut it short and call it official. Besides we've seen some people create amazing NPCs overnight-i heard its not really all that hard and by looking at it, it doesn't seem laggy at all.
We also have a couple programmers plugged into java atm lol
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This doesn't have sh1t all to-do with the Yogcast,or Israphael and Daisy and etc.,but it is a sweet show
Quote from mackjr123 »
And this idea would essentially lag up the game. If you want this, start a server and get some dedicated REAL members to make this. This is a great idea, and I would like it if it would be simpler and wouldn't lag as much.
1. We know it will lag up some computers but this will be a mod right now, and a separate mode when it is implemented
2.
a) Not everyone can have a server or a friend with a server
:cool.gif: I.It is hard to get enough "Real" members to actually have a couple city battles if you wanted to start your own server
II. On some developed servers it is hard to develop your own city, with your own real members to do what you would do here
c) A lot of people would like it if it didn't lag as much, but that means we would have to tone down the whole idea by a lot, anyways we are starting from the basics and we are gonna work our ways up (from no lag to lag-central) and I have a few ideas on how to tone down the lag, and let this sorta keep it's realism (sorta hard and game changing)
3. When I get minecraft, I'll message you so we could start a mini village war between the two of us, and people wiling to help
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These guys make awesome art for Mods (Items, New Blocks and Mobs)
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I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
Allow for multi storied building so that colonists my live above their business in some instances. Most farms would be outside the walls. and why not have all the farmers farm together. This way they wouldn't have random farms making travel difficult.
GREAT now no work for the player
i think the flag better crafted this way
or any coloured wool
There will still be work for the player, as in mobilizing armies, ringing the town bell, getting the dyes,
and the flag will be crafted like that
P.S. we should really get working on what coloured wool does what, so far we have white coloured flag for General Villager? The flag to place for a miner to mine is Insert Coulour Here or will he just mine random hills? or will you just need to click a block to tell him where to start mining? .
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These guys make awesome art for Mods (Items, New Blocks and Mobs)
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
As i saw the discussion on children, i think, they should stay children until they parents are killed by
And, nice new topic :smile.gif:
So it doesn't increase population but keeps it stabilized? That's actually a good idea, anyone else agree/disagree?
Quote from Pi_Man »
Allow for multi storied building so that colonists my live above their business in some instances. Most farms would be outside the walls. and why not have all the farmers farm together. This way they wouldn't have random farms making travel difficult.
They don't have random farms, the player will get some ground leveled(either done himself or some other voluntary NPC). Then the player marks the land with a surveyor flag to indicate to the NPC that there is some land over here for the NPC to farm on.
You can have multistoried buildings lol. The builder is expected only 1 major build function atm and its build a 2 block high wall from point A-B. You can use that simple function as a sandbox tool to create huge palaces, walls, monasteries, synagogues, towers, barracks, etc.
Quote from Swado95 »
I think farmers cooks and certain other classes should be able to work with each other at same spot so less room is taken up.
Its not so much the productivity but the realistic room. Do you see farmers from the country dwelling beside a cook from the city that doesn't just make bread and cake but meats as well?
Also, you can always stack houses but good luck making stairs big enough for rooms big enough+height limit 64. Also, if you just stacked all 19 of your NPCs into a huge tower its pretty lame. A hostile NPC could just come in and break the bottom floor/stairs and endanger the NPCs
Quote from kaztheminer »
GREAT now no work for the player
i think the flag better crafted this way
or any coloured wool
The white one is an example and the most basic one indicating a good area to settle.. The other colored wools indicate different functions, so yes you are on the right track.
Also there is still work for player. The NPCs will not work free and the town can constantly be attacked. Many colonists will need to be employed and the balance between supply and demand has to be met carefully.
Quote from Radetzky »
Also well i thinked of two ideas: Alchemist, doing from , maybe storing buckets with :Lava:, creating
And well thinked of adding trebuchets or catapults? Would be usefull.
Alchemist looks OK, maybe if the blacksmith doesn't craft TNT. Where would he get the lava? I would imagine the miner could harvest that now that you mention it.
Creating catapults and trebuchets is difficult because they are not things you can easily craft on a crafting table. Making it like the nether portal might not be easy and it might only be limited to a hard to replicate model.
What would be the exact design of it then, and how would it function?
Note that even if this is considered, it is definitely not a priority.
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Red flags indicate clearing 5 blocks in each direction like a square but not downwards.
Yellow flags indicate clearing all trees 20 blocks in each direction without replanting them.
Orange flags indicate Point A of the builder's function.
Pink flags indicate Point B of the builder's function.
Green flags indicate Rally point for soldiers at nightfall(will go to closest one or most avilable one in case of blockade or hostility.
I think that's all we need for now, I personally like the Green flag. It let's you camp in the middle of nowhere for expeditions or city sieges.
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Stop Asking for a Link. There is None.
Do not post asking when it will be out.
You will be
Unite the people! Rally and answer the calls! Join forces with NPC colonists and construct the mightiest village ever known.
Perhaps you decide to pursue the trail of wealth! Fortunes of gold and glory await your future. Task your fellow colonists and reset the agenda! Focus production! Mass mint of coins and buy all the rare products you can! Devise the best trade routes and make friendly communications with all the colonies that dwell beside you!
Or maybe you decide that the time has come to show the world what your workforce is capable of! Equip all your citizens with picks and order the dismantling of every last mountain and shaft ever seen. Stack groups and groups of iron, coal, and redstone. Make the most glorious Diamond-Plated Wall ever seen, and stun and amaze all those who shall ever pass by your colony.
Revenge has come! Rally the citizens, from blacksmiths to monks! Prepare yourself, creepers! Sneak through the night and set the mode to hard! Slaughter every beast you see and return to the town with numbers of sulfur and string unheard of to the typical player. Return with hundreds and feathers and craft enough arrows and dynamite to shower another colony with an arrowstorm and tremendous amounts of TNT thunder!
The time has come to war! Arm every man! Equip every villager! Hire every mercenary, and overrun every bandit camp! Set fire to the farmlands, trap in the miners, slaughter the livestock and prepare for the final assault! Line the archers and order the command for a sheet of flaming arrows! Surround the perimeter and bust through all gates! Lay waste to all that oppose you and maintain order throughout the world!
Bring honor to your village and let its name be known throughout the extensive world of Minecraft! Write poetry unheard of, decorate the village with wool of all sorts. Collect all the dyes and built monasteries taller than the mountains! Open the gates and build taverns for all newcomers, praise the monks and the novelty crafters and gift all your citizens with trinkets of gold and purple.
_________________________
NPCs that wander around are the Villager NPCs:
Description : Those rare little people you see as you walk in the forest, the ones with no official place to call home, they may be recruited by the bandit camps, other villages or your own.
They are the initial colonists with no real profession, a hole ready to be filled in with whatever you desire.
-Needs to know how to move in all directions
-Needs to know how to jump on/over or around obstacles
-Needs to know how to detect a White Surveyor Flag
-Needs to know how to Build Pre-designed Home
-Might need to know how to equip Wooden Sword
-Might need to know how to use Wooden Sword
-Might need to know how to Dig dirt
-Might need to know how to Place dirt in preset design
-Should stop action when player right-clicks NPC so that he can receive whatever he is being given
-Should be available to assign a Job from a list when right-clicked
The Villager starts the game with 2 Wooden Swords, solely to defend himself at nightfall.
Anything! The possibilities vary from a Blacksmith to a Monk to an Archer! When you right-click them, a list will appear with these jobs:
[>>-i>] Archer: Best as a defensive unit. Does not confront Hostile mobs but will defend itself. Ideal to snipe enemy planted archers but is weak in close-range. Cannot equip a sword.
Right-click them!
If they are villagers, you can change their jobs. You can also ask them questions and give them commands based on what job they are. For example
You could ask a lumberjack: "How much wood have you chopped so far?"
Or command an archer: "Patrol between [click a block] and [click 2nd block]"
Those are just a few! General commands like "I need you to turn in all your collected resources now" can also be very useful to quickly build a wall or structure.
We currently haven't got any plans in mind, or how exactly a structure would work.
All we know is that you can Assign a builder to build straight lines of blocks 2 blocks high from any 2 points and use this to pretty much build anything: from walls to houses to castles.
Whatever you can imagine! Some useful buildings like the Barracks would provide for 5 Soldiers for free-not costing any population points. Excess soldiers would cost population points.
Maximum number of Colonists you can have.
20 is the very most of any colonist you can have. The only exception would that you can get 5 population-free Soldiers with a Barracks.
The reason for this is the need for a standing army. However, NPCs are rare, and the need for resource-collecting NPCs may override the army.
Hire Mercenaries. They are no different from a soldier, except that they are always available to quickly recruit an army in case you lack NPCs to convert to soldiers.
However, they only show up at taverns, so you'll need a colonist to become a Pub Owner and host one. The only other drawback of this handy mercenary is that they cost 250 coins to hire, and 50 coins every Minecraft day.
Just a few Awesome items like...
Wagons, Road, Coins, Platings, Surveyor Flags, and Gates.
Okay, so what's a wagon?
Here's the crafting Recipe:
This would get you One Wagon. A Wagon is like a mobile chest, pushing it slows you down 50% speed, but has the carrying cargo of a chest allowing you to carry more items. It's useful for miners and some adventurers, but mostly for Traders when combined with the saddle.
Wait, it's so slow? Can't it go any faster?
That's where Roads come in! The smoothness of Roads will neutralize this negative movement allowing the player to move at regular speed with the wagon while on Road blocks, crafted like so:
Puttin' that gravel to the use!
You said something about Saddles?
Yup, you can place a saddle on a pig and ride it, right? Well while riding the pig, Right-click the placed wagon! You now can move by riding the pig that hauls the cargo and you. One pig=One Wagon! You'll need a caravan to haul huge loads!
What's the point, you say? Now instead of getting slowed down to 50%, you only get slowed down to 75%! Worthless, huh? Well, while on road, you now move 125% speed! That's faster than you walk, AND you are carrying more, AND you get to ride pigs at the same time!
Okay, Trade. But Coins? Seriously?
Seriously. BUT don't worry! We aren't going to make them out of Gold or any of that non-sense for two reasons:
1.It'd take too long to obtain just to get started trading.
2. Gold is worthless, and so would be the Coins if made out of Gold, what can you REALLY do with 500 coins? NOTHING.
INSTEAD, coins are made out of IRON. Why Iron?? Because IRON is a heavily used item in the game and fairly moderate in difficulty to obtain. Here are a few reasons why we chose Iron as our coins:
1. It's easier to obtain, and makes it more available for anyone to start trading if they wanted to
2. It's heavily used, so the game becomes more versatile with more choices, even on just a resource!
3. Iron is USEFUL. You can convert Coins back to Ingots to give them REAL value! This also gives incentive to try and get rich, because you can use the Iron to make lots of tools/minecarts/etc, and PLATES
How do you obtain such coins, you ask? Crafting them like sooo:
[] []
This crafting recipe will rack you a good lump of 32 Silver Coins! Why 32, specifically, you ask? Becaauuse, watch this:
Hold on, you said something about plates..?
Yes, I did! But I'm not talking about your ordinary dishes, I'm talking about a block!
What do you mean, a block? Like a stone, wood, wool, dirt kind of block? Yes!
[] []
[] []
[] []
Plates(as in Platings) can be crafted with either Iron, Gold, or Diamond.
The reason we need these is because it would be too easy to sack a colony. Dirt walls? Pft. Wood walls? Ax= Pft. Stone walls? Pickax= pft. Obsidian? Pickax= Aw, I was shot by Guard Archer.
We need an INTERMEDIATE between Stone and Obsidian, and Plates are the answer! Yes, an Iron Plate would take a few seconds to mine rather than the 15 seconds to mine Obsidian and 1 second to mine Stone! Each recipe gives 4 Plates, so crafting tons of plates will get you a good-going wall!
Gold will be stronger than Iron(Not being of logic, but rather because of rarity), and Diamond will be strongest of all, just under Obsidian.
But wait! We have clay as intermediate, bricks! Yes, but clay is rather hard to find and it can't be farmed. Since it is rare, it will have to be stronger than Iron and Gold Plates, but because Diamond is, well, Diamond, it will be weaker than Diamond Plates.
Well Alright, but I mean, how can you really Grow a colony?
Surveyor Flags!
This surveyor flag is a simple object that would be detected by NPCs indicating to them that there is an ideal land in that region. This would alter the priority of the NPC, causing it to perhaps settle there. NPCs will already appear rarely, and having Surveyor Flags will show them that this is a good spot for any who are welcome.
The Above recipe crafts you a White Surveyor Flag, a simple recipe. The reason it has 3 sticks and 1 wool is so that it would require a Workbench. Land must be level in 3 blocks each direction(left and right, not underground) of the flag, and once an NPC decides to settle where the flag indicates, they will take down the flag as part of their pre-set house building design.
Different colored flags can indicate different things to NPCs. For example, a Red Surveyor Flag Placed on a Hill would tell NPCs to clear all blocks in each 3 directions(up, left, right, underground). This is like telling them to clear this hill. Of course, this only sets their priorities!
A miner may actually level the hill, but a farmer wouldn't bother because he's not interested in hills. A builder might do it, if he is Idle and not building something like the town walls.
Well, there's wall n' all, but A Mighty Wall and then a little Door is pathetic, dontya think?
I agree. That's why there's gates!
These are like Giant Doors, made of either Wood or Iron, and are 4 Blocks tall and 2 Blocks Wide(twice the size of a regular door).
Now your colony is complete!
_________________________________
Come one, come all and hear of our plan grand.
Shun none, brace all and near here comes shared thoughts
Not those, to which you will deny a hand.
Instead, one which it truly is one Sought.
Time has come for unison of our Mind.
From red, to blue, to every hue, tis now.
No more different Shades just for one design
Don't try questions, for I will tell you how.
A Pot is stirred with plans a time of day
Should fumes begin dismay, stir day and night
Should taste provoke disgust, add in new says
When Pot is done dig in and feel the fright
For fright has come to those who had not joined
For plans were formed, their plan had not been coined
_________________
READ BEFORE POSTING IDEAS, SUGGESTIONS, OR CONFLICTS
WE HAVE HEARD OF MINECOLONY.
WE ARE NOT MAKING COINS FROM GOLD.
WE ARE NOT GOING TO RELEASE THE FULLBLOWN VERSION TOMORROW. THIS TOPIC JUST BLEW UP FAST, THIS ALL IS STILL RECENT AND BARELY UNDERGOING DEVELOPMENT: BASIC DEVELOPMENT. WE WILL ANNOUNCE A RELEASE DATE SOON, BUT IT WILL BE BASIC DON'T GET YOUR HOPES TOO HIGH. JUST STOP ASKING.
Trashed ideas:
Non-human NPCs(like Angels or Demons)
Any form of a Hierarchy or King system:the player, by default, would be the only exception
Management NPCs-No NPCs that handle your colony for you
Upgraded Boats- Too much conflict and misinterpreting took place
Gold for Coins- Sorry but this was explained above. Tough.
Planned Ideas:
Children- only replaces killed parent, does not become functional til then. Only purpose is to keep the population stable.
Several NPC preset designs for 1 structure-For variety
Female NPCs- For children and variety
Potential Ideas:
Siege Weapons- Well working cannon exists, but on other hand it is extremely TNT consuming to fire even a handful of shot
FAQ:
1. LAG much?!?
This has been brought up MANY times. The answer is simple: A global timer and freezing/regenerating other colonies instead of keeping them active. When another colony comes in range of the player, it becomes generated depending on how much time has passed(for example, if its only been 1 MC day, the colony will be small, but is a couple MC weeks had passed, it'd be fairly large). Once out of range, the colony freezes up inactive to take it easy on the CPU. Then once it is in range again, it is regenerated according to the global timer.
2. This is like one of those RTS games, not minecraft, isn't it?
No, this isn't. Firstly, the only new screen that would be available is the colonist interaction screen. You can't even conquer millions of colonies because they are too rare and difficult, plus to actually control them all by yourself is crazy talk. No, were not adding Noble NPCs to watch over the colony for you. That would defeat the purpose of the game.
3. Wow so you can just wake up on the beach and NPCs are making you breakfast?
HAHAHA. Oh of course not. They do NOT work for free, they initially will NOT listen you, because, let's face it. Why would they listen to You? Why wouldnt they listen to that guy instead, or this guy? Better yet, they listen to nobody. YOU gotta stand out, make your own rep, take some leadership. And they still don't work for free. You still also have to see to it that the balance between supply and demand is stable, that your colony is safe, and that everyone is happy. Oh, wait, doesn't that sound like governments today? Yes, except you'll actually DO these things(jk, not trying to bring politics or world affairs into this)
4. Ever heard of MINECOLONY?
Seriously? You think we've gone all this way and never heard of it? No one needs to try and barge in to be the wise guy. This is not like minecolony: Our NPCs don't spawn from boxes and randomly work for free and even have delivery men put them in neat stacks for you. We have more lively colonists that don't have to listen to you and never work for free, plus you can interact with them and even other colonies.
______________
Please support Colony Mode by wearing this banner! If you have ideas, "stir them into the pot"! If you know anyone who can help mod or has some brilliant ideas like MineColony(for those of you who have heard of it), or even if you yourself is ready to explode with ideas and assistance, please do not hesitate to ask, or your plan would not be coined!
_________________
Our Development Team:
***Programmers: AniMerril, Lysho
*Graphics Designers: AniMerrill, 611098221
+Board of NPC Format and General Opinion: Radetzky, Zygrograxgra, Nath99, Lysho, Fionnbharr1. Glyph
*Board of Pre-Set Designs/Structures and Variation: epic461, mickeena
*Board of Item Value and Economics: MinecraftEconomics, raptorstorm
+Secretary of Organization: Lysho
Special Thanks to...
*We could use more people here
**We would appreciate more people here
***We need more people here
+We don't need any more people here
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viewtopic.php?f=1020&t=169172
I'll say again that I'd rather that your village starts growing inward at some point. Not needing to wait for a npc to spawn off in goodness knows where. But waiting for your wominz to spawn some kid, I'm so for actual genders in MC. I do see now that my 10 MC days for npc's to stop spawn is absolutely rediculous though. Immigrants will be a constant at anytime, but I'd much rather they slowed after the initial peak of "culture" from monks or whatever else could increase the "culture" of your colony/village/town/city what-have-you.
That last line actually gave me an idea. How about an initial culture bonus per colony size. You start off your village and it has a culture of zero yeah? After about 7 folks join your colony it grows to village size, this gives you an automatic 20 culture. Now I'm about to blow 20 pop cap out of the water, after 16 more folks join your village grows to town size and gets another 40 culture. This totals to 24 people (including you) and 60 culture. And finally, 24 more people and city size, with an extra 60 culture. Meaning a city pop cap of 48 (including you) and 100 culture. This culture boost will compensate for any soldiers or other colonists that die in the wild or during sieges (against you or against someone else).
But mostly I'd like to see women in the colonies. That's my big issue.
Oh, and you kinda put the bit about the coins in the OP twice.
Reasonable. So then theres a 50/50 chance of getting a Male NPC or Female NPC? Perhaps then we can divide the jobs by gender:
Male NPCs perform:
Builder, Lumberjack, Miner, Footman, Blacksmith, Hunter
Chef, Pub Owner, Novelty Crafter, Farmer, Archer, Monk(Perhaps Priestess?)
Again, I was just dividing them equally. If this was to happen we might have to rename some jobs. Or maybe it'd be better to have both genders have access to all jobs. Even still, genders would be pretty cool.
But growing your city through reproduction would kind of get rid of that "colonial feeling" and become a "city feeling". We're trying to save as much vanilla as possible here. If it was going to be possible to reproduce more colonists, at least make them take a couple MC days and then they are born.
Then a couple more MC days they become a kid. Then a couple more MC days they become an adult and now they can function.
That would keep reproduction as underpowered as possible. Also, if that was the case, then to keep the realism consistent, we would have to make it so that NPCs can age(10-15 MC days after becoming adult, they become Old, and then cannot function, then a couple more MC days they die?)
Woah, hold on. That doesn't make sense. The more people you have doesn't give you more culture. If ANYTHING, having more people means that is more people to keep Civilized and in check, because having so many people around, it's likely things will go amuck. Also, your formula
yx=z
y Being the factor of how much each colonist will supply to culture, x being the colonists #, and Z being the Culture, is inconsistent.
y(7)=(20)
DIVIDE BY 7
y=20/7
Let's not go into irrational numbers here. There should be a specific amount of Culture each person generates.
Because your next set of numbers, 16 colonists and 40 culture:
y(16)=40
DIVIDE BY 16
y=40/16
SIMPLIFY FRACTION
y=5/2
Hey, hey that's not the same as y=20/7. It has to be consistent, in math this would be a NO SOLUTION system of equations lol(dang I did that stuff a LONG time ago and I still remember)
Sorry, not going to happen. Allow me to demonstrate:
This is Bob the Farmer
Bob
So Bob
Bob
But WAIT, if that was the case, they would all be cluttered next to each other. Add a road inbetween, meaning an extra 1x1 to each house. Each farmer actually takes up 7x12 now. 5 Farmers=35x60.
But WAIT, if that's a small farm, what's a bigger farm?? Each irrigated 4x4 soil is a 6x6 region. If each farmer had two of these, they'd be taking up 13x18 now. 5 Farmers= 65x90.
But WAIT, cities have Walls too! Yes, they do. And typically, they could be 5-6 Blocks long. To just cover these 5 Farmers that take up 65x90 would be 71x96 to cover.
But WAIT, you can't trade if the walls are up against the wall like that. Yup. So add another 2x to give each house 2x away from wall, thats 73x96. Plus give a couple main roads that could add up to 36x. 106x126 Area.
But WAIT, where does the player live? The player might be majestic and take, on average, 25x25-50x50. That's 157x127 Now for your city.
But WAIT, what if people keep stepping the farmer's land? There has to be fences leaving only 1 entrance, that's another 1x1 for each farm, making it 7x7. That means instead of each farmer taking 6x6+5x5+6x6, they take up 7x7+5x5+7x7=19x19. Plus the Roads= 20x20. Plus the natural distance from wall/other structures is 22x22. 5 Farmers= 110x110+ Main roads=160x160+Player=213x213
But WAIT, what about outside sources like forests and mine shafts? Those have to be protected, practically increasing the colony by an average of 125x125 to shield forests that you control/mountains, adding to 338x338.
But WAIT, that's only FIVE PEOPLE! Yup, and it already takes up 338x338. HOWEVER, those are all farmers. Having the rest of the people be something else(around 8x8 space each), that would make the other 13 colonists take up 104x104. That's 442x442. Now also add that 5 Farmers+13 Other Professions+1 Player=19 Colonists. Where's last one? Likely a Monk. The church itself could take up 20x20. The distance of other structures/road=23x23. That's 465x465
But WAIT, the bigger the colony, the bigger the wall? Yup, for each colonist it would take roughly 2-3x more wall from growth. That means 20 colonist+60x= 525x525.
But WAIT, that's including perfectly lined in structures in a box shape! Exactly, unperfect colonies with spread out homes and on-alignment could add another 50x50. That's 565x565. The Very middle of the colony may have a Town Bell and a the Community Chest and lots of Space as it will be the town forum, adding around another 50x50 to the colony. Now the colony is 615x615.
That's 300 blocks in each direction!!
___________
PS fixed the coins
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viewtopic.php?f=1020&t=169172
Sexist much, women like men can do all job the opposite sex can do, limiting men to just one type profession is stupid, let the genders do what they want
Let's keep reproduction out of the system so we don't over complicate things, and personally I think reproduction should stay out for a while, until Ani and Angelo are done the mod
Nice one so 1 colony of 20 people would be something like 625x625 that's a lot of ground to cover from one side to the other,
P.S. there could be a farm flag wich decides where the farmers will farm, I'm imagining huge fields
P.P.S. Very Nice job on the new thread
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
This would be enough for the fields. No need for it to go all the way around the crops. Remember that water will irrigate up to 4 blocks away. I can't think of a city that places their farms or crops inside their city, or their forests for timbering.
AND:
From the other thread. And on that preset construction thing, I meant that the npc builds 1 of 2 or more preset houses/workshops randomly.
Nath does seem right about that reproduction thing though, too much too soon. I really want it in though. Seems much more natural.
And as a last note: A city CANNOT be with just 20 people. That's a tiny town at most.
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And this idea would essentially lag up the game. If you want this, start a server and get some dedicated REAL members to make this. This is a great idea, and I would like it if it would be simpler and wouldn't lag as much.
You really don't need more than 20. Even one lumberjack could bring in hundreds of wood planks a day. The only need for more and more colonists would be for an army, and you can hire Mercenaries for that+build barracks to freely support 5 soldiers.
Also I don't mean that the farms+forest will be IN in the city. I mean that part of the city is going to be man-touched, either by leveled ground, claimed forests, tilled soil. All of that counts towards the size of the colony.
With 20 colonists, your already looking at more than 300 blocks in each direction. Ridiculous.
@mackjr
Above was just a list of ideas. Feel free to add, but only the most vital things will be implemented first like Villager NPCs and Builders. If things really start to get laggy we'll cut it short and call it official. Besides we've seen some people create amazing NPCs overnight-i heard its not really all that hard and by looking at it, it doesn't seem laggy at all.
We also have a couple programmers plugged into java atm lol
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viewtopic.php?f=1020&t=169172
This doesn't have sh1t all to-do with the Yogcast,or Israphael and Daisy and etc.,but it is a sweet show
1. We know it will lag up some computers but this will be a mod right now, and a separate mode when it is implemented
2.
a) Not everyone can have a server or a friend with a server
:cool.gif: I.It is hard to get enough "Real" members to actually have a couple city battles if you wanted to start your own server
II. On some developed servers it is hard to develop your own city, with your own real members to do what you would do here
c) A lot of people would like it if it didn't lag as much, but that means we would have to tone down the whole idea by a lot, anyways we are starting from the basics and we are gonna work our ways up (from no lag to lag-central) and I have a few ideas on how to tone down the lag, and let this sorta keep it's realism (sorta hard and game changing)
3. When I get minecraft, I'll message you so we could start a mini village war between the two of us, and people wiling to help
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
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With a lot of talking, a lot of work, a new thread and copy and paste
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
There will still be work for the player, as in mobilizing armies, ringing the town bell, getting the dyes,
and the flag will be crafted like that
P.S. we should really get working on what coloured wool does what, so far we have white coloured flag for General Villager? The flag to place for a miner to mine is Insert Coulour Here or will he just mine random hills? or will you just need to click a block to tell him where to start mining? .
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
So it doesn't increase population but keeps it stabilized? That's actually a good idea, anyone else agree/disagree?
They don't have random farms, the player will get some ground leveled(either done himself or some other voluntary NPC). Then the player marks the land with a surveyor flag to indicate to the NPC that there is some land over here for the NPC to farm on.
You can have multistoried buildings lol. The builder is expected only 1 major build function atm and its build a 2 block high wall from point A-B. You can use that simple function as a sandbox tool to create huge palaces, walls, monasteries, synagogues, towers, barracks, etc.
Its not so much the productivity but the realistic room. Do you see farmers from the country dwelling beside a cook from the city that doesn't just make bread and cake but meats as well?
Also, you can always stack houses but good luck making stairs big enough for rooms big enough+height limit 64. Also, if you just stacked all 19 of your NPCs into a huge tower its pretty lame. A hostile NPC could just come in and break the bottom floor/stairs and endanger the NPCs
The white one is an example and the most basic one indicating a good area to settle.. The other colored wools indicate different functions, so yes you are on the right track.
Also there is still work for player. The NPCs will not work free and the town can constantly be attacked. Many colonists will need to be employed and the balance between supply and demand has to be met carefully.
Alchemist looks OK, maybe if the blacksmith doesn't craft TNT. Where would he get the lava? I would imagine the miner could harvest that now that you mention it.
Creating catapults and trebuchets is difficult because they are not things you can easily craft on a crafting table. Making it like the nether portal might not be easy and it might only be limited to a hard to replicate model.
What would be the exact design of it then, and how would it function?
Note that even if this is considered, it is definitely not a priority.
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viewtopic.php?f=1020&t=169172
Good idea, how about:
Red flags indicate clearing 5 blocks in each direction like a square but not downwards.
Yellow flags indicate clearing all trees 20 blocks in each direction without replanting them.
Orange flags indicate Point A of the builder's function.
Pink flags indicate Point B of the builder's function.
Green flags indicate Rally point for soldiers at nightfall(will go to closest one or most avilable one in case of blockade or hostility.
I think that's all we need for now, I personally like the Green flag. It let's you camp in the middle of nowhere for expeditions or city sieges.
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viewtopic.php?f=1020&t=169172